Forum Discussion

wiseowl1991's avatar
wiseowl1991
Seasoned Novice
19 hours ago

Fighter Likeness Should Extend to CPU

First, I want to give credit where it's due. UFC 6 has made noticeable improvements to fighter likeness. The updated models, animations, stances, signature strikes, and overall presentation do a great job capturing the look and feel of many real-life fighters.

Unfortunately, that authenticity often stops once the fight begins.

Many fighters still feel like variations of the same underlying AI with different attributes. While they may look unique and have their own animations, their decision-making can often feel surprisingly similar.

Common examples include:

- Throwing combinations while clearly out of range.

- Repeated double uppercuts (sometimes triple) and other questionable strike selections.

- Repeated ballerina twirl (feinting the spinning elbow). 

- Overly aggressive output regardless of fighter archetype.

- Poor long-term stamina management.

- Limited adaptation during the course of a fight.

- Distinct fighter styles becoming less noticeable once the fight is underway.

 

I understand there are already gameplay sliders and AI settings that allow players to adjust things such as striking output, stamina consumption, damage, recovery, and other fight variables. Those options are appreciated and absolutely have their place.

 

However, my concern isn't primarily about numerical tuning. It's about the underlying decision-making of the AI.

 

Even with sliders adjusted, fighters can still make unrealistic choices because the issue isn't necessarily how much they're throwing—it's why they're throwing. A more advanced baseline AI would go much further than simply adjusting output percentages or stamina values.

 

The foundation should be built around:

- Fighter IQ and decision-making.

- Range awareness.

- Stamina awareness and resource management.

- Risk assessment.

- Style-specific tendencies.

- Adaptive game planning.

- Awareness of fight context and scorecards.

- More natural setups, feints, and reactions.

 

A realistic AI shouldn't just react to what is happening moment to moment. It should understand the broader state of the fight.

For example:

- A fighter comfortably winning on the scorecards may become more selective and prioritize risk management.

- A fighter who is down two rounds should become increasingly urgent and willing to take risks.

- A fighter who believes they need a finish should actively pursue one rather than continuing to fight as if the bout is even.

- A fatigued fighter should adjust their approach instead of continuing to throw at the same pace.

- A hurt fighter may become more defensive, desperate, or opportunistic depending on their style and tendencies.

Most importantly, fighters should have stronger behavioral identities.

For example:

- Max Holloway should pressure with volume and pace.

- Israel Adesanya should manage distance, set traps, and counter.

- Alex Pereira should be patient, selective, and dangerous without excessive output.

- Merab Dvalishvili should overwhelm opponents with relentless pressure and wrestling.

An Adesanya fight should feel fundamentally different from a Holloway fight. A Pereira fight should feel different from a Merab fight. The challenge should come from solving different styles rather than facing the same AI with different attributes.

I know some players will point out that online opponents can already provide this variety. A skilled player who chooses Adesanya may fight like Adesanya. A Holloway player may push a relentless pace. UFC 6 has done a better job than previous entries at encouraging players to lean into the strengths and identities of the fighters they select.

However, not everyone primarily plays online.

For offline players, the AI is the sport. Career Mode players, tournament players, event creation players, and people who simply enjoy fighting the CPU rely entirely on AI behavior to create authentic matchups. When fighter identities break down, a major part of the UFC experience is lost.

In fact, stronger behavioral AI could also serve as a teaching tool for newer players. If fighters naturally behaved more like their real-life counterparts, players would begin to intuitively understand how certain fighters are meant to be used. They could learn pacing, distance management, pressure fighting, counter fighting, and stamina conservation through gameplay itself rather than having to study menus, ratings, or external guides.

The series has made tremendous strides in visual authenticity. The next major step should be behavioral authenticity.

The goal isn't simply less output or more stamina drain. The goal is smarter fighters that make smarter decisions and better reflect the athletes they are meant to represent.

Fighters should not only look like their real-life counterparts—they should think and fight like them as well.

Lastly, if any developers happen to read this, I would genuinely be interested to know whether this is something that can realistically be improved through UFC 6 updates, or if this type of AI overhaul is something that would need to wait for UFC 7. I'd love to hear how much flexibility currently exists within the AI systems and whether behavioral authenticity is something the team is actively exploring for the future.

4 Replies

  • wiseowl1991's avatar
    wiseowl1991
    Seasoned Novice
    33 minutes ago

    CoachClemons, I hear your frustrations. I really do.

    I hope that by articulating our collective frustrations as long time supporters of the franchise we will be heard.

    But as now, there isn't any inclination they even view these. I'll keep posting, but I'm not sure they care. A Dev has yet to respond to this whole section of the forum.

  • You speak for us all. I love the gameplay its the biggest jump from one game to another but I feel so annoyed and extremely frustrated with the blatant disrespect for career mode and offline users  I was patiently waiting for them to build off what they started 8 years ago but have only seen them randomly remove things like detailed prefight introductions, WFA and even DCS as an option. This isn't an annual release..

     

  • wiseowl1991's avatar
    wiseowl1991
    Seasoned Novice
    1 hour ago

    Yea I'm in the same boat. Really trying to get these sliders to work for me but they need to adjust the CPU's AI. Which who knows if they can. Alex Pereria is always on the back foot and circling. Literally doesn't fight like that. Very frustrating. 

  • Hand0fGod7's avatar
    Hand0fGod7
    Seasoned Novice
    1 hour ago

    Thank you for this! I don’t care for playing online, and the AI leaves a lot to be desired when playing against the CPU.